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Exported animations in glTF 2 from Blender don't works in Godot (for parented object and object with argument like -col) #38163
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Which blender version are you using? If you can, please try 2.83 beta which has had many glTF 2.0 export fixes that benefit Godot. |
I've just tried with a 2.83 beta build on the 22th April and it give me the same results. |
Can you post a project that demonstrates the bug? |
I found where the problem come from. And maybe it's from the Blender side. When trying to reproduce the bug from scratch, everything works has expected: After removing everything in the NLA then exporting again, everythings seems importing fine except the Auto Smooth. But that's an other problem. So maybe there is a missing needed "skip NLA" in the Blender glTF exporter. Or maybe Godot don't handle anime coming from the NLA. Do you still want to see the problematic blend/glTF? |
Didn't know DenverCoder9 :) I have the files (the blend and the glTF) but how can I share them? |
Make it a zip and have it be under a size limit. |
Great! |
I can reproduce this, but I can't solve this in five minutes. |
I can't recreate this bug in Godot master. 2021-06-07_17-48-22.mp4 |
Godot version: v3.2.2.beta1.officla
OS/device including version: windows 8.1
Issue description:
Exported animations in glTF 2 from Blender in some conditions don't works in Godot.
To be more precise, the animations stop to works when there is parenting between objects or -col or -colonly argument in the name.
Seem to be a mismatch between the name in the Track of the AnimationPlayer and the name of the node.
When parenting object in Blender, the name in the Track is "object_name/parented_object_name" but the node name in Godot is "object_name"
Same problem with argument like -col.
The name in the Track of AnimationPlayer keep the -col but the node when importing is renamed without the -col argument.
Some screenshots to illustrate:
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